Files
academy2/modules/world/world_generator.h
2021-07-31 03:37:28 +03:00

142 lines
3.5 KiB
C++

#ifndef VOXEL_GENERATOR_NOISE_2D_H
#define VOXEL_GENERATOR_NOISE_2D_H
#include <modules/voxel/generators/voxel_generator.h>
#include <modules/opensimplex/open_simplex_noise.h>
#include "density_map.h"
class WorldGenerator : public VoxelGenerator {
GDCLASS(WorldGenerator, VoxelGenerator)
public:
WorldGenerator();
void set_noise(Ref<OpenSimplexNoise> noise);
Ref<OpenSimplexNoise> get_noise() const;
void set_mount_noise(Ref<OpenSimplexNoise> noise);
Ref<OpenSimplexNoise> get_mount_noise() const;
void set_channel(VoxelBuffer::ChannelId channel);
VoxelBuffer::ChannelId get_channel() const;
int get_used_channels_mask() const override;
void set_height_start(float start);
float get_height_start() const;
void set_height_range(float range);
float get_height_range() const;
void set_mount_offset(float offt);
float get_mount_offset() const;
void set_main_multiplier(float mult);
float get_main_multiplier() const;
void set_initial_spawn_height(float height);
float get_initial_spawn_height() const;
void set_initial_spawn_radius(float radius);
float get_initial_spawn_radius() const;
void set_iso_scale(float iso_scale);
float get_iso_scale() const;
void set_density_map(Ref<DensityMap> map);
Ref<DensityMap> get_density_map() const;
void generate_block(VoxelBlockRequest &input) override;
float height_func(int x, int y, int z);
private:
static void _bind_methods();
protected:
template <typename Height_F>
void generate(VoxelBuffer &out_buffer, Height_F height_func, Vector3i origin, int lod) {
const int channel = _channel;
const Vector3i bs = out_buffer.get_size();
bool use_sdf = channel == VoxelBuffer::CHANNEL_SDF;
if (origin.y > get_height_start() + get_height_range()) {
// The bottom of the block is above the highest ground can go (default is air)
return;
}
if (origin.y + (bs.y << lod) < get_height_start()) {
// The top of the block is below the lowest ground can go
out_buffer.clear_channel(_channel, use_sdf ? 0 : _matter_type);
return;
}
const int stride = 1 << lod;
if (use_sdf) {
int gz = origin.z;
for (int z = 0; z < bs.z; ++z, gz += stride) {
int gx = origin.x;
for (int x = 0; x < bs.x; ++x, gx += stride) {
int gy = origin.y;
for (int y = 0; y < bs.y; ++y, gy += stride) {
float h = _range.xform(height_func(gx, gy, gz));
float sdf = _iso_scale * (gy - h);
out_buffer.set_voxel_f(sdf, x, y, z, channel);
}
} // for x
} // for z
} else {
// Blocky
int gz = origin.z;
for (int z = 0; z < bs.z; ++z, gz += stride) {
int gx = origin.x;
for (int x = 0; x < bs.x; ++x, gx += stride) {
// Output is blocky, so we can go for just one sample
float h = _range.xform(height_func(gx, origin.y, gz));
h -= origin.y;
int ih = int(h);
if (ih > 0) {
if (ih > bs.y) {
ih = bs.y;
}
out_buffer.fill_area(_matter_type, Vector3i(x, 0, z), Vector3i(x + 1, ih, z + 1), channel);
}
} // for x
} // for z
} // use_sdf
}
private:
Ref<OpenSimplexNoise> _noise, _mount_noise;
struct Range {
float start = -250;
float height = 500;
inline float xform(float x) const {
return x * height + start;
}
};
float mount_offset = 50.0f;
float main_multiplier = 0.1f;
Vector3 initial_spawn;
float initial_spawn_radius = 150.0f;
float initial_spawn_height = 20.0f;
VoxelBuffer::ChannelId _channel = VoxelBuffer::CHANNEL_SDF;
int _matter_type = 1;
Range _range;
float _iso_scale = 0.1;
float mount_multiplier = 1.5f;
Ref<DensityMap> density_map;
};
#endif // VOXEL_GENERATOR_NOISE_2D_H